[Refactor] Refactor for link play

- Refactor simply for link play subprogram
- Fix a logic bug that the room without anyone can be entered
This commit is contained in:
Lost-MSth
2023-02-27 23:41:32 +08:00
parent 7ece2598d1
commit 930faf508d
6 changed files with 331 additions and 298 deletions

View File

@@ -0,0 +1,227 @@
import logging
from base64 import b64decode, b64encode
from os import urandom
from random import randint
from threading import RLock
from time import time
from .config import Config
from .udp_class import Player, Room, bi
class Store:
# token: {'key': key, 'room': Room, 'player_index': player_index, 'player_id': player_id}
link_play_data = {}
room_id_dict = {} # 'room_id': Room
room_code_dict = {} # 'room_code': Room
player_dict = {} # 'player_id' : Player
lock = RLock()
def random_room_code():
re = ''
for _ in range(4):
re += chr(randint(65, 90))
for _ in range(2):
re += str(randint(0, 9))
return re
def unique_random(dataset, length=8, random_func=None):
'''无重复随机且默认非0没处理可能的死循环'''
if random_func is None:
x = bi(urandom(length))
while x in dataset or x == 0:
x = bi(urandom(length))
else:
x = random_func()
while x in dataset:
x = random_func()
return x
def clear_player(token):
# 清除玩家信息和token
del Store.player_dict[Store.link_play_data[token]['player_id']]
del Store.link_play_data[token]
def clear_room(room):
# 清除房间信息
room_id = room.room_id
room_code = room.room_code
del Store.room_id_dict[room_id]
del Store.room_code_dict[room_code]
del room
def memory_clean(now):
# 内存清理,应对玩家不正常退出
with Store.lock:
clean_room_list = []
clean_player_list = []
for token in Store.link_play_data:
room = Store.link_play_data[token]['room']
if now - room.timestamp >= Config.TIME_LIMIT:
clean_room_list.append(room.room_id)
if now - room.players[Store.link_play_data[token]['player_index']].last_timestamp // 1000 >= Config.TIME_LIMIT:
clean_player_list.append(token)
for room_id in Store.room_id_dict:
if now - Store.room_id_dict[room_id].timestamp >= Config.TIME_LIMIT:
clean_room_list.append(room_id)
for room_id in clean_room_list:
if room_id in Store.room_id_dict:
clear_room(Store.room_id_dict[room_id])
for token in clean_player_list:
clear_player(token)
class TCPRouter:
clean_timer = 0
router = {
'0': 'debug',
'1': 'create_room',
'2': 'join_room',
'3': 'update_room',
}
def __init__(self, data: list):
self.data = data # data: list[str] = [command, ...]
def debug(self):
if Config.IS_DEBUG:
return eval(self.data[1])
return 'ok'
@staticmethod
def clean_check():
now = round(time() * 1000)
if now - TCPRouter.clean_timer >= Config.TIME_LIMIT:
logging.info('Start cleaning memory...')
TCPRouter.clean_timer = now
memory_clean(now)
def handle(self) -> str:
self.clean_check()
if self.data[0] not in self.router:
return None
r = getattr(self, self.router[self.data[0]])()
if isinstance(r, tuple):
return '|'.join(map(str, r))
return str(r)
@staticmethod
def generate_player(name: str) -> Player:
player_id = unique_random(Store.player_dict, 3)
player = Player()
player.player_id = player_id
player.set_player_name(name)
Store.player_dict[player_id] = player
return player
@staticmethod
def generate_room() -> Room:
room_id = unique_random(Store.room_id_dict)
room = Room()
room.room_id = room_id
room.timestamp = round(time() * 1000)
Store.room_id_dict[room_id] = room
room_code = unique_random(
Store.room_code_dict, random_func=random_room_code)
room.room_code = room_code
Store.room_code_dict[room_code] = room
return room
def create_room(self) -> tuple:
# 开房
# data = ['1', name, song_unlock, ]
# song_unlock: base64 str
name = self.data[1]
song_unlock = b64decode(self.data[2])
key = urandom(16)
with Store.lock:
room = self.generate_room()
player = self.generate_player(name)
player.song_unlock = song_unlock
room.song_unlock = song_unlock
room.host_id = player.player_id
room.players[0] = player
token = room.room_id
player.token = token
Store.link_play_data[token] = {
'key': key,
'room': room,
'player_index': 0,
'player_id': player.player_id
}
logging.info(f'TCP-Create room `{room.room_code}` by player `{name}`')
return (0, room.room_code, room.room_id, token, b64encode(key).decode('utf-8'), player.player_id)
def join_room(self) -> tuple:
# 入房
# data = ['2', name, song_unlock, room_code]
# song_unlock: base64 str
room_code = self.data[3].upper()
key = urandom(16)
name = self.data[1]
song_unlock = b64decode(self.data[2])
with Store.lock:
if room_code not in Store.room_code_dict:
# 房间号错误 / 房间不存在
return '1202'
room: Room = Store.room_code_dict[room_code]
if room.player_num == 4:
# 满人
return '1201'
elif room.state != 2:
# 无法加入
return '1205'
token = unique_random(Store.link_play_data)
player = self.generate_player(name)
player.token = token
player.song_unlock = song_unlock
room.update_song_unlock()
for i in range(4):
if room.players[i].player_id == 0:
room.players[i] = player
player_index = i
break
Store.link_play_data[token] = {
'key': key,
'room': room,
'player_index': player_index,
'player_id': player.player_id
}
logging.info(f'TCP-Player `{name}` joins room `{room_code}`')
return (0, room_code, room.room_id, token, b64encode(key).decode('utf-8'), player.player_id, b64encode(room.song_unlock).decode('utf-8'))
def update_room(self) -> tuple:
# 房间信息更新
# data = ['3', token]
token = int(self.data[1])
with Store.lock:
if token not in Store.link_play_data:
return '108'
r = Store.link_play_data[token]
room = r['room']
logging.info(f'TCP-Room `{room.room_code}` info update')
return (0, room.room_code, room.room_id, b64encode(r['key']).decode('utf-8'), room.players[r['player_index']].player_id, b64encode(room.song_unlock).decode('utf-8'))